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Suggestion

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Hi! I have come with a suggestion on how to rebalance fire effects, and later on, even ice effects on various creatures and items, including but not limited to:
Fire Wyvern, Phoenix, Jar o' Pitch, Oil Jar, Flamethrower, Flame Arrow, Torch, Magmasaur, Ember Wyvern, Amargasaurus Fire Spike and Ice Spike, Ice Wyvern, Managarmr, Snow Owl, Ice Titan, Fenrir, along with any new Fire or Ice related creatures or items.

Now this sounds nice in theory but what changes would I suggest to rebalance this? Well, let me tell you!

Fire

  • Previously, until the patch today on the 8th of May, Fire Wyvern attacks burned Riders. Phoenixes still do the same, Jar o Pitch in ASE also did the same AND spread to other creatures. We could play on this ability, along with Amargasaurus' build up before full burn.
  • How so? Readjust Fire across the board. Starting at a 0%, have each Fire stacking item or creature add a certain amount of % to a stacking buff, adding up to 100% like the Rhynio Sap or Amargasaurus Spike do. In this post I will refer to it as Burn Stacks to separate it from references to Burn Ticks (dmg per tick) and Burn Percent (% dmg per tick)
  • Have it start somewhere small like 0.1% or 1% dmg per burn tick, stacking up through the %s until its about 8-9% burn percent (capping at 75, even for Ember Wyverns!) at 99-100% Burn Stacks.
  • At 100% Burn, initiate Full Enflamed/Burn, causing that same 8-9% burn tick, but also have it become spreadable as punishment for letting it stack up to 100%. You could have the spread cause 25-50% burn stack per X amount of time spent near that other creature/player incase it's too broken to have it to a straight up 100%. This would include spreading to the mounted rider of creatures that catch a full 100% burn stack.
  • This would open up a rebalance of Jar o Pitch when Genesis releases, when it instantly spread and ignited riders.
  • This would also affect flamethrowers/torches/oil jars/flame arrows, allowing for a change in the way they get used. For example, you could change them up, allowing them to do more burn stacking to a player than a dino.
    • Torches and Flame Arrows could get rewarded for landing a blow, like 25-50% Burn Stack on Players, but maybe 5% Burn Stack on Dinos, or a scaling value based on Drag Weight with 25% being for the smallest creatures, and 1-5% for the largest. 
    • Flamethrowers could stack 10% burn stack per hit on a player, and maybe 1-5% on any dino.
    • Oil Jars, being as difficult as they are to land, could be 5-10% burn stack per hit.
    • Jar o Pitch, being the original rider/spreading burn dmg, could get a 25-50% burn stack per landing a blow with it.
  • From there we can look at dinos and what they should apply with a rebalance like this:
    • Fire Wyvern - Could go back to hitting the rider and applying 5-10% burn stack per landed initial damage hit or a scaling value based on damage. (They have 10 of these every time you breath)
    • Ember Wyvern - When added back to the game, could play on its increased damage (or "Rage" based on the icon used) per breath. Can start from 1-3% burn stack per landed initial damage hit (Also 10 of these) and as the "Rage" builds up per breath, it increases the burn stack up to a maximum of 10-15%. This would likely require a nerf to how fast the "Rage" bar drops though, as it is pretty fast and kind of unsustainable stamina-wise at that rate of loss.
    • Phoenix - Could add 10% burn stack per hit with its fireball as long as you remain in it without getting out, including hitting the rider. Maybe 50-100% burn stack with its melee attack. And maybe either 50-100% burn stack with its "Jet boost" that it does with Spacebar, attacking the rider directly if it gets in range of one.
    • Magmasaur - Could bring this to about 15-25% burn stack per hit, scaling with damage, as you're shooting literal lava. Could also make it so the longer you charge the lava ball, the more burn stack it applies. 
    • Amargasaurus (Fire) - I think the rate at which the spike adds its burn % is fairly well placed. The only change would be to merge the mechanics with the various other fire tames and items to utilize this new version of the mechanic.
  • Armor and resistances under this new system would affect the amount of burn stack % you gain from every source. Heat resistance could also become a viable stat in determining this damage. Could even add something to cold canteens, milk, and the like for reducing fire buildup or even preventing it. Though some of that already exists/could be reapplied.

Ice

  • There is no current standard to look at for Ice, but among the various Ice elemental creatures, they differ so vastly, why not consider bringing them together as well?
  • How so? Freeze Stacks, the opposite end of Burn Stacks. Reducing your movement speed by X amount until a full 100% which would instantly Freeze you in place. If the rider is frozen on a dino, they are dismounted, as you can't ride a creature while frozen solid can you? Haha. This would *not* respect armor to determine the time, as you had plenty of time to escape it or let it drop down. In that respect, here's what I would suggest with this:
    • Ice Wyvern - You could bring it in line with Fire Wyverns, giving it a 5-10% freeze stack per initial hit, or a scaling value based on damage, and allowing it to hit the rider. 
    • Managarmr - You could make it be 0.1-3% freeze stack per hit from the breath, as it is a very fast hitting breath, scaling with damage.
    • Snow Owl - The diving into the ground mechanic currently applies a slow. You could instead tweak it to add freeze stacks based on either velocity or damage, maybe around 10-15% freeze stacks per hit. On top of this, owls have a full insta freeze. I would keep this, but also retain the fact that it would put the freeze on cooldown, preventing any other creature from freezing that thing for a period of time.
    • Ice Titan - It's a big ice boi, but I would reduce it's Ice ball to be a 25-50% freeze stack when hitting. And its breath should be 10-20% per hit. Should also allow access to its other attacks like ice body aura and the swinging horns from side to side that only wilds can do atm.
    • Amargasaurus (Ice) - I think the rate of freeze stack gain for the amarga is pretty fair here too. Would just adjust it to utilize the new system IF this were to be implemented.
    • Fenrir - As this creature was added without being breedable, I would say its roar should apply an insta freeze, and maybe its bite attack applies 20-30% freeze stacks per. Just think of it like the Ice version of the Phoenix. The alternative would be to make them breedable, and rebalance out the roar and bite attacks to apply stacks to match its breedable status.
  • Armor and resistances under this would affect the freeze stack build-up from each source. You could also make it so fire will burn you out of freeze faster like hatchets do for sap or nets. Cold Resistance could also be a factor on armor pieces.

 

Anyways, this is my suggestion for a new Fire and Ice mechanics. I think it would be a very healthy change for PVP, and maybe even cooler for PVE, though maybe a bit less outright damaging compared to current mechanics? I think this would be very worth the time investment to revamp. Lmk what you think!
 

Edited by purplewargreymon
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With the new Pyromane added to the game, utilizing a SIMILAR mechanic to what I suggested for Fire dmg, I am strongly advocating for this to gain traction to apply to all Fire, to make the effect more interactive amongst all of the Fire creatures in the game. I figure we might be looking at something similar for Ice as well in the near future on a different map release like Rag or Valg, so I figure its a good time to get some more ppl looking at this.

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